You get the sense that this room is part of the machinery that powers the infernal engine. You figure with enough time you could probably determine how to disable the valve and shut down the power from this room. It seems that there is a strange slot specifically designed for some type of key rod that would normally be used to disable the mechanism.
With your skill you easily find an otherwise cleverly hidden secret door. On the other side a circular room about 40' across: "This circular chamber looks similar to a silo, the floor and ceiling
1d20 + 14 ⇒ (14) + 14 = 28 You calmly stalk up to the creature and land four deadly blows upon it! The creature's otherworldly fur seems to take some of the sting off of your attacks but it still looks badly mauled. The thing looks up at you and bares its teeth. CaldirINIT: 1d20 + 18 ⇒ (2) + 18 = 20
It doesn't look evil and the language it speaks seems to be maybe some form of celestial although you hear a few words of devil speak intermixed. However, something looks wrong/sick about it and where once it must have had lustrous fur, now it is streaked with dark patches of oil and ooze. You think some of the bones in its nest are probably human...
perception: 1d20 + 14 ⇒ (1) + 14 = 15 You sneakily sneak in to the low ceilinged room to find what looks like some type of nest made of rags, rubble, and bone in the NW corner. There is a passage heading N in the center of the N wall. A strange human-fox female hybrid appears to be resting in the 'nest'. You hear soft murmurs as if she is speaking to herself.
You are more than a little surprised to find not only are the chests not trapped, they aren't even locked! The first chest holds 2,400 GP worth of jewlery, art, silverware, and other finery looted from the ruins of the Mayor's abode. The second chest holds items later identified as:
You and Ragnar hack away at the carnivorous canines but they keep coming! Slathering and snapping: On Caldir:
On Ragnar:
Ragnar's last off balance swing opens up his flank to a ferocious bite doing CHOMP!: 2d6 + 6 ⇒ (6, 6) + 6 = 18. The creature's other two heads howl in anticipation of their own taste of man flesh. HOOOOWWWWWL! The deafening sound probably alerts anything in the vicinity of your presence. Next round.
As you approach the room, you catch a whiff of what smells like dog scat/urine and rotting flesh. As you enter the area you see two massive dog like creatures-over 4 feet tall at the shoulders and every bit of 200+ pounds; every strip of this three-headed hound's hide has been peeled away, leaving wet sinew and bulging tendons exposed. Sensing you they snarl and attack! CaldirInit: 1d20 + 15 ⇒ (19) + 15 = 34
Much refreshed you return to the remains of the Mayor's building. Opening the door, you note that the stairs now descend into gloomy darkness ending in a 15'x15' room with two doors on opposite E/W walls. DM screen:
1d20 + 11 ⇒ (14) + 11 = 25
1d20 + 11 ⇒ (10) + 11 = 21 1d20 + 11 ⇒ (5) + 11 = 16 1d20 + 11 ⇒ (20) + 11 = 31 CP: 1d20 + 18 ⇒ (9) + 18 = 27 RP: 1d20 + 12 ⇒ (10) + 12 = 22 As you look about the room noting the decorative banners hanging from ceiling to floor and depicting the circled crimson cross of Cheliax, you also notice 3 figures skulking about in the shadows. They appear to be lying in wait for you but you get the drop on them instead. Your action.
The potions clear up your negative levels, but the sickness persists until you wake the next day. Sometimes natural rest is just the only cure. The NSN wish you luck as they head back to the streets in their efforts to help the city's citizens. Any other actions before heading down the stairs of doom?
Warning the Dottari guards about what you have faced so far, you make your way back to the NSN sanctuary only to fiend that Arael is currently out with Janiven providing aid to the city's populace. A runner is sent to find them as you are brought food and drink and given a comfortable place to rest. After several hours a ragged looking Arael and Janiven return and you share your story with them while they tell you about their efforts to contain the chaos that it sweeping over the streets of the city of Westcrown. Apparently the Mayor has fled and the Dottari and Hellknights are now striving with one another for authority over to the city. Devils, mostly minor, are sighted on the streets and have been attacking the populace and the worst urges of many have led to looting, robbery, and worse. Hearing of your injuries, Arael goes to his stores and hands each of you a potion. I only have these two, so hopefully you don't face any more lords of death in your travels. Ineheritor with you my friends and thank you for all your efforts. With that he wearily heads off to rest. Each of you has receive a potion of greater restoration.
You are JUST able to disable a particularly tricky sonic glyph of warding. After a few minutes, the lock yields to you as well. You notice that this is not the first time this lock has been picked; the other time being apparently within the last day or so by someone at least as skilled with the art of tumblers as yourself. Well crafted stairs lead downward into what looks like a small lit room some 50' below. The walls are of reinforced masonry and also look to be well made. The ceiling of the stairwell is about 8' in height. There is a smell of ozone and smoke rising up from below and you can hear what sounds like the noise of machinery working in the distance. As you open the door there is a slight tremor and the pillars of flame surrounding the area belch out an extra burst of fire.
No take 20? :D A thorough search of this crumbling room shows up nothing of value. You do, however, get the sense that these creatures were specifically placed here to guard the entrance to the building and that someone probably created them recently from the souls of folk killed during the explosion. There was one unexplored 10'x10' room remaining on this level: "The contents of this storage room have been removed, leaving
Caldir perception: 1d20 + 18 + 4 ⇒ (7) + 18 + 4 = 29 The sack contains spoiling bread and cheese, and the bedroll is
There remains only the door that you first saw before exploring the rest of the building: "The once-grand banquet hall lies in ruins, shattered
This crumbled room is open to the outside. It is also the den for a nest of Shadows. They attack! CaldirInit: 1d20 + 15 ⇒ (11) + 15 = 26
They seem to have been almost waiting for you and swarm over you, their inky blackness making your hairs stand on end. 2 on Caldir:
2 on Ragnar:
They are unable to penetrate your defenses!
After a brief struggle, the door yields to you manipulation. Within: "Despite cracks in the wall, a sunken section of floor where the foundation has partially collapsed, and a few other signs of the
There is a nice fire in the fireplace and what appears to be a 3/4 full drink of spirits sitting on the bar. Doors in the N wall, the WN wall, and the WS wall.
The sickness is a 24HR effect. Ragnar regains his STR after a few minutes. The levels are the levels. OUCH! There are 2 doors to the E that open to storage rooms with nothing of real value in them. There is a single door to the W that opens into the hallway you saw from the first room you entered and a door to the N that opens into? You figure your invisible spellcaster fled through that door. The slain foes have a total of (what you later discover to be): 8 potions CMW
You and Ragnar both drop a foe a piece. 2 still remain on him and 1 on you. On Ragnar:
A corsucating ray lances out at Ragnar:
Next round.
Ragnar hacks through one of the bowmen while you wound but not kill another. The remaining 5 pull swords and engage in hand to hand.
Party action
Caldir wrote:
Have to cut through the x-bowmen to get to the spellcaster (whom you still have not seen).
You and Ragnar manage to finish off the melee foes but another hail of bolts flies at you: bolt: 1d20 + 8 ⇒ (4) + 8 = 12
As well as 3 more rays. "Fortunately" these are of the scorching variety: On Caldir
On Ragnar
Party go!
Between the two of you three of the assailants go down under bloody blades. Hail of bolts and blades: bolt: 1d20 + 8 ⇒ (5) + 8 = 13
blade: 1d20 + 9 ⇒ (4) + 9 = 13
Two black rays arc out from the back of the room, one on Caldir and one on Ragnar (ranged touch attack): Caldir Ray: 1d20 + 9 ⇒ (16) + 9 = 25
Party's up...
Thrown off by the need to act 'casual' as you advance into the room and attempt to surprise the surprisers, you are still able to cut down your foe. Ragnar waits until he sees you make your move and quickly advances to take down another opponenet. Almost a dozen other figures prepare to engage you: CaldirInit: 1d20 + 15 ⇒ (13) + 15 = 28
You are just barely able to overcome the magical lock on this door. Looking inside you find a room 15'x15': "This well-appointed room seems to have been recently cleaned
There is a door in the NW wall. It appears as if this room was until just recently occupied.
It's a small room 10'x15' with a door in the E wall and one in the N. You see Ragnar has scoped out the room fairly well by the time you come in and he tell you that the E door is firmly locked, but the door to the N is open and there is a hallway running N for 60'+ with a door in the E wall. He couldn't see the end of the hallway.
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